I was wondering if there is any way of running a 2D game built in XNA in a website built using ruby on rails. I am familiar with both languages, XNA more than ruby.
I can make a game in a fairly short amount of time, and i need to make one for a website, but i would rather use a language that i am familiar with to do this. If not is there any suggestions of languages/engines/game creating tools that i can use to build a simple 2D game that will be featured on a website?
I am a experienced in programming, i know advance programming techniques so any suggestions are fine.
Thank you
Ruby on Rails is a server-side framework. XNA is a client-side framework. They don't really interoperate - nor do they need to.
You can make a 2D XNA game run in a Silverlight 3 or 4 plugin using ExEn. You could also use Silverlight 5, which has a 3D API and audio API that matches XNA, and has a toolkit available that adds 2D XNA functionality like SpriteBatch and more, making the majority of the XNA API available. You then simply embed the Silverlight control in your HTML.
A regular XNA game (ie: using the official library) is an executable that would have to be downloaded from your website.
Related
I have an idea to develop a website that would help people to model 3D worlds, use 3D models and so on.
For example, based on my reseach, I could use Unity Framework to create this type of application for PC/MAC.
I am wondering if there are similar frameworks available for pure WEB?
This is my first time looking into this and I do not have any expertize in this topic. Please advise if you have any opinions or expertise in it.
Unity indeed has support for 3d on web, but it requires from user that it has installed Unity player. Users might not like that.
However, with webGL, you would have absolute control over the look and capabilities of your product, users wouldn't have to install anything new, it would all be pure web and only IE users would be damaged, because IE still doesn't have full support for webGL.
To develop with webGL you can do it from scratch, or you could use some of the existing libraries/3D engines that would speed up your work and give results much faster.
Here's a list of webGL engines: http://ffwd.typepad.com/blog/2011/04/webgl-what-flavor-is-your-engine.html, it seems that most used are Three.js, Scene.js and there is also Goo Engine (http://www.gooengine.com/).
Hope this helps.
Check out 3DTin, it does seem to deliver a part of what you want to build, using WebGL:
http://www.3dtin.com/
I am using an XBox Kinect with the Kinect for Windows SDK. I want to make an application that will augment a 3D mask (a 3D model of a mask made in 3DS Max) onto the face of anyone using the application. The application will be used in an exhibit locally. I have not tried much because I don't know where to start. So what I want to know is, is it currently possible to augment a 3DS Max model onto a live video stream using the facial recognition and skeletal tracking features in the newest Kinect for Windows SDK, and if so, how/where should I start trying to do/implement this? Any point in the right direction would be great. Thank you! PS And yes, I have read the UI guidelines and the facial documentation. My problem is one of not knowing where to start programming, not one of not understanding the fundamental concepts. Thanks!
If you are serious about getting into developing for the Kinect I would recommend getting this book:
http://www.amazon.com/Programming-Kinect-Windows-Software-Development/dp/0735666814
This goes through developing with the Kinect for Windows SDK from the ground up. There is a face tracking and an augmented reality example so I'm pretty sure you will be able to achieve your goal quite easily.
All the code from the book is here:
http://kinecttoolbox.codeplex.com/
Alternatively, there is an example here which pretty much is what you want to achieve:
http://www.codeproject.com/Articles/213034/Kinect-Getting-Started-Become-The-Incredible-Hulk
It is developed using the Beta version of the SDK, but the same priciples apply.
You can also check out the quick start videos here:
http://channel9.msdn.com/Series/KinectQuickstart
In summary, based on my own experience, I would spend some time going through the beginner examples either in the vides or the book (I found the book very good) just to get familiar with how to setup a simple Kinect project and how the different parts of the SDK work.
When you have developed some throwaway apps with the Kinect, I would then try tackling your project (although, the Incredible Hulk project above should get you most the way there!)
Best of luck with your project
I need innovative ideas on Gaming Application for Windows Phone. Can anyone guide me to how to approach new ideas on gaming application? How shall i start as i am new to this domain? No gaming experience at all? Also i have worked only on C & C++. But now i have to work on gaming application using C# with XNA framework & Silverlight for windows phone 7.
Thanks
Before bumping into a certain framework, and even before approaching a gaming idea, you might wanna invest some time learning C# first. Knowing that you're from a C/C++ background, you should find yourself highly familiar with C#.
Later on, the XNA creators community have extensive libraries, samples and tutorials that can guide you to assimilate XNA.
I wouldn't recommend going for Silverlight unless you want to build an application, and not a game. XNA has an enormous performance/quality boost because it natively uses the GPU for most graphics algorithms including 100% hardware accelerated rendering. Additionally, it has so many game-programming specific libraries and classes that can make your life a lot better.
I remember a highly-animated XNA 2D game of mine was consuming around 2-3% of CPU usage compared to 60% of a much simpler Silverlight game.
XNA will be better for graphics intensive, 3d or games with complex animations utilising more of the GPU. Silverlight can be used for games less demanding of graphics processing.
can anyone provide me more information about XNA Development? for what usages it is good for?
It is used to program games for the Xbox, PC and soon to be windows phone 7
Check out the XNA site for more info
XNA is a Microsoft programing environment for writing games that will run on both PCs and XBoxes.
XNA is a .net framework api build on top of directx, and is aimed primarily at game development. It is designed to provide a easier to use managed framework for working with DirectX. One of the advantages to writing games build with xna is that you can deploy your game to PC's, XBox360, Window Phone 7, and even zune.
And the best part is that it is free! The xna framework and GSE (Game Studio Express) are both provided completely free of charge.
Although the xna framework leans more on game development it is also a viable tool/framework for presenting 2D/3D graphics for any .net application.
Check out the XNA site for more info, code examples etc
XNA has been steadily gaining penetration in both the indie and commercial games market. And a yearly game competition has been running called Dream Build Play.
XNA is set of tools, based on .NET framework, used for game development for various platforms (PC, Xbox, Zune). What could interest you (among other things) is XNA Framework and XNA Studio. You can check those out on XNA homepage.
You should note that the future of XNA is currently doubtful:
Presently the XNA Game Studio is not in active development and
DirectX is no longer evolving as a technology. Given the status within
each technology, further value and engagement cannot be offered to the
MVP community. As a result, effective April 1, 2014 XNA/DirectX will
be fully retired from the MVP Award Program.
What resources (books or website/tutorials) are available, that cover game development using pure Actionscript 3 code? By pure, I mean not using Flash CS4 and its timeline, and not using Flex MXML components. Everything done using only Actionscript code.
In another question, I asked about using certain objects of the Flex SDK for simple games, and the consensus was that I shouldn't use it at all, but only Actionscript for a game. Sounds reasonable, but the books/website tutorials that I have found on the subject of games, all use AS3 in the context of Flash CS4. They assume your objects will be movieclips, with timelines, etc.
I realize that you can learn game programming from books in other languages, and/or ignore the Flash aspect of AS3 books. I guess what I'm looking for, is whatever information is specific to AS3, such as best practices for AS3-only games, how to make architectural/design decisions, etc. If it exists, anyway :)
You may want to take a look at Flixel.
What is flixel?
flixel is a completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours.
Flixel is licensed under the MIT license and the site has quite a few tutorials to get you started.
Flash Adventure Game Tutorial
series shows you how to create a
Flash adventure game with Flex and
ActionScript.
FlexFighters
shows you how to make a shoot'em'up
with Flex and ActionScript.
This is a tutorial series that shows you how to make a 3D Flash game with Flex and Away3D
A site that is basically all about using just pure AS3 and that now has game tutorials centered around his pure AS3 game making library is www.actiontad.com.
Your games may be smaller using only AS3 and the SDK, but you loose the ability to animate with a timeline, animations made with the timeline in Flash will perform better, than say sticking a whole bunch of .pngs together, which is a technique actiontad uses, but that site is coming into it's own now with the library he recently released, if pure AS3 game making is your thing it's worth a look.
If you want to deploy your games on mobile (iOS/Android) you should take advantage of Starling (http://gamua.com/starling/), 2D rendering engine built on top of Stage3D, which gives you GPU raw power.